BloodBowl_v1
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Game: BLOOD BOWL 3RD EDITION Pub: Games Workshop (1994) Page Page Page Page
1: 2: 3: 3:
Rules summary Human Team vs Orcs reference Orcs vs Human Team reference Palm-sized reference
v1 Feb 2009
For best results, print on card, laminate and trim to size.
Setup
Movement
Coaches create teams with a treasury of 1,000,000 gold and fill out team rosters.
Players may move in any direction(s) but not into or through an occupied square.
Roll d6 or flip a coin to see who is the kicking team and sets up first. Each coach must set up 11 players (or as many players as they have in Reserves) between their end zone and the halfway line. No more than 2 players may be set up in each wide zone; and at least 3 players must be set up next to the half way line.
All players exert a tackle zone on the eight adjacent squares. A player must dodge in order to leave a square in one or more opposing tackle zones. Roll on the Agility Table with modifiers—if the roll fails the player is knocked down in the square he was dodging to and must roll for injury.
If desired, Roll 2d6 on the Weather Table to determine weather effects for the day. Kick off The kicking team places the ball in any square in the opponent’s half (including the End Zone if desired). Roll 2d6 on the Kick-Off Table. and apply the results. Roll a d8 with the Scatter template to determine ball direction, then a d6 for distance. If the ball scatters off the field or into the kicking team’s half, the receiving coach may give the ball to one of his players. If the ball lands in an empty square it will bounce one more square (roll direction); if on a square occupied by a player the player may try to catch it.
Sequence of Play Two halves of sixteen turns each. At the end of the second turn the team with the most touchdowns is the winner. A coach has 4 minutes to complete his turn. Moving the turn marker Each coach must move his own turn marker one space at the start of each of his team turns. If he takes an action before doing so the other player may declare a penalty, and the coach must either use up a re-roll (his one allowed for the turn), or if he has none, the opposing coach gains one. Player actions Each player may perform one of the following actions each turn:
MOVE Player moves a number of squares up to his MA. Knocked over players may stand up at a cost of 3 squares.
BLOCK Player (if not knocked over) makes a single block against a standing player in an adjacent square.
BLITZ (one player per turn) Player moves as above and make one block during the move, which costs one square of movement. The player may carry on moving if successful. May only be performed by one player per turn.
PASS (one player per turn) Player moves as above and may pass the ball at the end of the move. May only be performed by one player per turn. Turnovers These events cause a team turn to end immediately. This happens even partway through an action, though armour rolls and injury are still made for players that have been knocked over. 1. Moving team player knocked down or falls over 2. Ball passed and comes to rest without being caught by moving team player 3. Moving team player attempts ball pick up and fails 4. A touchdown is scored 5. Four minute time limit for the turn runs out.
Going for It A player taking any action apart from a block may attempt to move one or two extra squares. Roll a d6 for each square; on a 1 the player is knocked down in the square he was moving to. Roll for injury. A player making a Blitz may go for it to make a Block. Picking up the ball A player moving into a square with the ball in it may attempt to pick it up (and continue moving). Roll on the Agility Table with modifiers (on this table, a 1 before modification always fails and a 6 always succeeds). If the roll fails the ball will scatter one square.
Blocks Target players must be standing. Compare player Strengths to determine block dice rolled: One die: Strengths are EQUAL. Two dice: One player is STRONGER, stronger player chooses which one is used. Three dice: One player is MORE THAN TWICE AS STRONG, stronger player chooses. Assisting a block Each player assisting a block adds +1 to the Strength of the assisted player. This does not count as an action, but assisting players must be standing, next to the enemy player involved in the block, not in an opposing player’s tackle zone and cannot use Skills. Fouls One player per team turn may move, then make a Foul action against a prone player in an adjacent square. Make an Armour roll at +1, adding +1 for each assisting adjacent player not in a tackle zone and -1 for each defender. If the opposing coach rolls a 6 on a d6 the offending player is sent off for the rest of the match and there is a turnover. +2 is added to this roll if the team commits anymore fouls subsequently. Push backs A player pushed back is moved one square back into one of the three squares behind it chosen by the blocking player’s coach. If no squares are free, a player pushed into an occupied square pushes back the occupier in turn. Players pushed off the field must roll for injury (no Armour roll). Stunned results put the player in the Reserves box of the Dugout. A follow up move into a pushed back player’s square is free and tackle zones are ignored. Blitzing players can make this move at no extra move cost.
Knockdowns and Injuries A player knocked down or who falls over is placed face up in the square and can do nothing. If a player carrying the ball falls over it scatters one square. Players may stand up in an opposing player’s tackle zone without a dodge roll. A player standing up may not take a Block action, but may Blitz or Pass. If a player is knocked down the opposing coach rolls 2d6; if the roll beats the player’s Armour Value roll on the Injury Table. Reserves may be added to the team only when setting up after a touchdown or after half time.
Handing-Off the Football Once per turn a player may hand-off the ball to an adjacent player. This may occur at any time, even part way through another player’s move, and does not count as an action. The player receiving must roll to catch the ball; this counts as an accurate pass (+1 to the Catch roll).
Throwing the Football Declare the target—either another player or an empty square. Measure the range. If a boundary line on the ruler is overlapped the longer distance is used. Roll on the Agility Table with modifiers. If the roll fails, roll for scatter three times (the ball moves one square each time). A player may only attempt to catch the ball in the final square. Interceptions One player on the opposing team that is underneath the range ruler may attempt to intercept a throw. Roll on the Agility Table with modifiers. A successful interception counts as a turnover. Fumbles If a dice roll for a pass is 1 or less before or after modification the ball scatters once from the thrower’s square and a turnover occurs. Catching the football If the ball lands in a square occupied by a standing player he may attempt to catch the ball. Roll on the Agility Table with modifiers. Ball not caught If the ball is not caught or lands in an unoccupied square or one occupied by a prone player, it scatters one square. It may continue bouncing if subsequent catch attempts fail. The subsequent turnover doesn’t take place until the ball comes to rest. Throw-ins Balls scattering off the field are thrown in 2d6 squares using the Throw-in template and may bounce or be caught as above.
Re-Rolls Re-rolls allow you to re-roll all the dice that produced any one result. You may never re-roll a single dice roll more than once. Team re-rolls Only one re-roll can be used per turn, and it cannot be used to force the opposing coach to re-roll or for Armour and Injury rolls in their own team. At half time team re-rolls are restored to their starting level. Player re-rolls Players may have skills that allow re-rolls. These can be used any number of times in the same turn.
Winning the Match If the match is tied, play a third series of eight turns per turn (flip the coin to see who kicks off). The first team to score wins; if neither side scores, roll a d6 to see who wins a penalty shoot-out. Neither team gets any re-roll counters back in overtime. Scoring touchdowns A player must end an action standing in the opposing team’s End Zone while holding the football. If a player scores in the opponent’s turn the benefiting team must celebrate by moving their turn marker one space. Restarting the match After a touchdown or at the start of the second half, a d6 is rolled for each KO’d player. On a 4+ the player returns to play. After a touchdown, the scoring team kicks off; at the second half, the kicking team is the one that didn’t kick off at the start of the game. v1
3
6
-1 per enemy tackle zone
3+
3+ QUICK
9+
d6
PICKUP
d6
CATCH
d6
3+
-1 per enemy tackle zone on ball’s square
3+ PASS -1 per enemy tackle zone 4+ MISS, on catcher’s square THROW-IN, BOUNCE
5+ LONG 6+ BOMB
THROW 4+ SHORT on thrower’s square
d6
1 2
INJURY 2d6
NONE
SKILLS
-1 per enemy tackle zone on target square
(Black Orcs choose)
DODGE
8
# BLOCK DICE
3
ARM
LINEMAN
AG
vs Black Orcs
vs Orcs
BLOCK
STR
MA
3
STR
d6
PICKUP
d6
CATCH
d6
-1 per enemy tackle zone
3+ 3+ QUICK
9+
May RE-ROLL ONE FAILED PASS
3+ -1 per enemy tackle zone on ball’s square May RE-ROLL ONE FAILED PICK-UP
3+ PASS -1 per enemy tackle zone 4+ MISS, on catcher’s square THROW-IN, BOUNCE
5+ LONG 6+ BOMB
THROW 4+ SHORT on thrower’s square
d6
1 2
INJURY 2d6
SURE HANDS PASS
SKILLS
-1 per enemy tackle zone on target square
(Black Orcs choose)
DODGE
8
ARM
# BLOCK DICE
3
AG
THROWER
REROLLS: 4 FAN FACTOR: 4
vs Black Orcs
vs Orcs
BLOCK
6
MA
HUMAN TEAM vs ORCS
d6
PICKUP
d6
CATCH
d6
3+
3+ PASS 4+ MISS, THROW-IN, BOUNCE
5+ LONG 6+ BOMB
3+ QUICK
3+
8+
-1 per enemy tackle zone on ball’s square
-1 per enemy tackle zone on catcher’s square May RE-ROLL ONE FAILED CATCH
-1 per enemy tackle zone
-1 per enemy tackle zone on target square May RE-ROLL ONE FAILED DODGE
2
INJURY 2d6
CATCH DODGE
SKILLS
THROW 4+ SHORT on thrower’s square
d6
DODGE
7
# BLOCK DICE
3
ARM
CATCHER AG
(Black Orcs choose)
2
STR
vs ALL Orcs
BLOCK
8
MA
8
9+
INJURY 2d6
BLOK
SKILLS
d6
PICKUP
d6
CATCH
d6
-1 per enemy tackle zone
3+
-1 per enemy tackle zone on ball’s square
3+ PASS -1 per enemy tackle zone 4+ MISS, on catcher’s square THROW-IN, BOUNCE
5+ LONG 6+ BOMB
3+ QUICK
3+
THROW 4+ SHORT on thrower’s square
d6
DODGE
-1 per enemy tackle zone on target square
NOT KNOCKED OVER BY A ‘BOTH DOWN’ RESULT
1 2
# BLOCK DICE
3
ARM
BLITZER AG
(Black Orcs choose)
3
STR
vs Orcs vs Black Orcs
BLOCK
7
MA
BLOCKING
BADLY HURT Place in the Dead & Injured box in the Dugout; miss the rest of the game.
10 12
DEAD! Place in the Dead & Injured box in the Dugout; the player is dead.
SERIOUS INJURY Place in the Dead & Injured box in the Dugout; miss the rest of the game.
KNOCKED OUT Place in the Knocked Out box in the Dugout.
8-9 11
STUNNED Turn player face down, next action can only turn face up.
2-7
INJURIES 2d6
As above, but if defender has the Dodge skill they are not knocked down.
DEFENDER DOWN Defender pushed back and knocked down. Attacker may follow up.
PUSH BACK Defender pushed back. Attacker may follow up.
BOTH DOWN Unless one or the other player has the Block skill.
ATTACKER DOWN
3
5
vs Catchers
-1 per enemy tackle zone
3+
3+ QUICK
10+
d6
PICKUP
d6
CATCH
d6
3+
-1 per enemy tackle zone on ball’s square
3+ PASS -1 per enemy tackle zone 4+ MISS, on catcher’s square THROW-IN, BOUNCE
5+ LONG 6+ BOMB
THROW 4+ SHORT on thrower’s square
d6
DODGE
1 2
INJURY 2d6
NONE
SKILLS
-1 per enemy tackle zone on target square
(Orcs choose)
9
# BLOCK DICE
3
ARM
LINEMAN
AG
vs Humans
BLOCK
STR
MA
3
STR
d6
PICKUP
d6
CATCH
d6
-1 per enemy tackle zone
3+ 3+ QUICK
9+
May RE-ROLL ONE FAILED PASS
3+ -1 per enemy tackle zone on ball’s square May RE-ROLL ONE FAILED PICK-UP
3+ PASS -1 per enemy tackle zone 4+ MISS, on catcher’s square THROW-IN, BOUNCE
5+ LONG 6+ BOMB
THROW 4+ SHORT on thrower’s square
d6
DODGE
1 2
INJURY 2d6
SURE HANDS PASS
-1 per enemy tackle zone on target square
vs Catchers
(Orcs choose)
8
# BLOCK DICE
3
ARM
SKILLS
REROLLS: 3 FAN FACTOR: 6 THROWER AG
vs Humans
BLOCK
5
MA
ORC TEAM vs HUMANS
d6
PICKUP
d6
CATCH
d6
9
-1 per enemy tackle zone
3+
-1 per enemy tackle zone on ball’s square
4+ PASS -1 per enemy tackle zone 5+ MISS, on catcher’s square THROW-IN, BOUNCE
6+ LONG 6+ BOMB
4+ QUICK
3+
10+
INJURY 2d6
NONE
SKILLS
-1 per enemy tackle zone on target square
1
# BLOCK DICE
2
ARM
BLACK ORC AG
THROW 5+ SHORT on thrower’s square
d6
DODGE
(Orcs choose)
4
STR
vs Humans
BLOCK
4
MA
9 1 2
# BLOCK DICE
3
ARM
BLITZER AG
10+
INJURY 2d6
BLOCK
SKILLS
d6
PICKUP
d6
CATCH
d6
-1 per enemy tackle zone
3+
-1 per enemy tackle zone on ball’s square
3+ PASS -1 per enemy tackle zone 4+ MISS, on catcher’s square THROW-IN, BOUNCE
5+ LONG 6+ BOMB
3+ QUICK
3+
THROW 4+ SHORT on thrower’s square
d6
DODGE
-1 per enemy tackle zone on target square
NOT KNOCKED OVER BY A ‘BOTH DOWN’ RESULT
(Orcs choose)
3
STR
vs Humans vs Catchers
BLOCK
6
MA
BLOCKING
BADLY HURT Place in the Dead & Injured box in the Dugout; miss the rest of the game.
10 12
DEAD! Place in the Dead & Injured box in the Dugout; the player is dead.
SERIOUS INJURY Place in the Dead & Injured box in the Dugout; miss the rest of the game.
KNOCKED OUT Place in the Knocked Out box in the Dugout.
8-9 11
STUNNED Turn player face down, next action can only turn face up.
2-7
INJURIES 2d6
As above, but if defender has the Dodge skill they are not knocked down.
DEFENDER DOWN Defender pushed back and knocked down. Attacker may follow up.
PUSH BACK Defender pushed back. Attacker may follow up.
BOTH DOWN Unless one or the other player has the Block skill.
ATTACKER DOWN
BLOOD BOWL ACTIONS
MOVE
Knocked over players may stand at a cost of 3.
BLOCK
Standing player may make a single block against an adjacent square.
BLITZ (one player on team per turn) Player moves and makes one block during move at a cost of 1. PASS (one player on team per turn)
Player moves and may pass the ball at the end of the move. TURNOVERS
Moving team player knocked down/falls over. Ball passed and comes to rest without being caught by moving team player. Moving team player attempts ball pickup and fails. Touchdown is scored. Four minute time limit for the turn runs out.
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